Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 29
  • 30
  • 31
  • 32
  • 33
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#901

View PostMicky C, on Sep 18 2010, 12:13 AM, said:

Hey DT just wanted to say thanks, this is a great feature for polymer mappers everywhere :) yet I hope the eduke32 developers don't stop trying to find a hard coded solution to switching lights on and off for vanilla maps both new and old.


Theoretically, a hardcoded solution would be better, because it would be more efficient and the feature would work "out of the box". What any solution has to overcome, though, is the fact that the spotlight SE uses all the tags that can be edited in mapster. Therefore, tagging spotlights so that they can be switched on/off is going to require a second sprite (in my case, a second SE in the same sector) unless it becomes possible to edit more sprite tags (i.e. sprite struct members) in mapster.
0

User is offline   Stabs 

#902

K got it working now, cheers for this

also made a light start to flicker when a hydrant blows up near it, made the flicker effect happen by using 2 lights and 2 light models , one model as a prop sprite, one flagged as 4911 with the flickering light in its sector, when the hydrant blows up another wall with the same SE13 far off the map blocking a shooter, which breaks a chain which turns the light off, and makes the prop sprite vanish leaving only the model with the flickering effect which flickers now because the flickering light SE is on. quite alot of coding for such a simple effect but i love it :)

using 2 prop sprites i can make the lights turn off and on so thats covered too

btw i have been meaning to ask for a real sound controller sprite, hitag for activation, lotag for deactivation, basically works like a prop sprite, x for radius y for sound number?

EDIT : thought i could make models make lights on and off with 2 prop sprites but couldnt :)

This post has been edited by DanM: 18 September 2010 - 12:40 AM

0

User is offline   Awesomebob 

#903

Amazing addition DT, I love it!

Made a small demo map showcasing the effect with point lights, using a fusebox to activate.

Attached File(s)


0

User is offline   Danukem 

  • Duke Plus Developer

#904

View PostDanM, on Sep 18 2010, 01:20 AM, said:

K got it working now, cheers for this

also made a light start to flicker when a hydrant blows up near it, made the flicker effect happen by using 2 lights and 2 light models , one model as a prop sprite, one flagged as 4911 with the flickering light in its sector, when the hydrant blows up another wall with the same SE13 far off the map blocking a shooter, which breaks a chain which turns the light off, and makes the prop sprite vanish leaving only the model with the flickering effect which flickers now because the flickering light SE is on. quite alot of coding for such a simple effect but i love it :)

using 2 prop sprites i can make the lights turn off and on so thats covered too

btw i have been meaning to ask for a real sound controller sprite, hitag for activation, lotag for deactivation, basically works like a prop sprite, x for radius y for sound number?

EDIT : thought i could make models make lights on and off with 2 prop sprites but couldnt :)


I can add the sound controller sprite, but there is no good way to control the radius.

I don't understand what you mean about controlling the lights with prop (temp) sprites. Specifically, I don't know why that would be surprising. Prop sprites cannot themselves activate anything, though they can be activated by other things.
0

User is offline   Stabs 

#905

View PostDeeperThought, on Sep 18 2010, 10:34 AM, said:

I can add the sound controller sprite, but there is no good way to control the radius.

I don't understand what you mean about controlling the lights with prop (temp) sprites. Specifically, I don't know why that would be surprising. Prop sprites cannot themselves activate anything, though they can be activated by other things.


i just want that effect i get when i flag models with an extra of 4911 that i use to make broken lights look like they are broken by making the glowmap turn off and on i was wondering if that could be extended to work with the se150, so when the light is on so is the glowmap

i was hoping to use 2 prop sprites, one with a glowmap, one without to switch models when the light switch is activated, it works once but cant get that effect to "loop"

This post has been edited by DanM: 18 September 2010 - 10:07 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#906

View PostDanM, on Sep 18 2010, 11:05 AM, said:

i just want that effect i get when i flag models with an extra of 4911 that i use to make broken lights look like they are broken by making the glowmap turn off and on i was wondering if that could be extended to work with the se150, so when the light is on so is the glowmap


I understand now. The light switching effect needs to be able to change the picnum of a linked model so it can turn the glowmap on/off as the light turns on/off. This should work with both SE49 and SE50. I'll make it work in a simple case where you can turn the light on and off (like a lamp). I'm not sure about making it work in combination with a flickering light and more complicated stuff, though.

EDIT: I have CONs for an UNTESTED attempt at the new feature attached. Here is how it is supposed to work. If you have an SE49 or SE50 that is set up to be switched ON/OFF (that is you have the corresponding SE150 in the sector), then you can also place a sprite tagged with Extra 4911 in that sector and it will be the linked model. As with the flickering effect, the Hitag on the Extra 4911 model will be the alternate glowmap picnum that gets switched to when the light is activated. For this effect, you can have the light start either off or on. It will be off by default, but if you want it to start as on, give the 4911 model a lotag of 1.

There are some limitations. You can only have one 4911 tagged model per sector You could have more than one light linked to the model (simply by placing more than one SE49 or SE50 in that sector along with the SE150, but keep in mind that each SE that switches is going to flip the model. So if you have two lights that get switched off, each will flip the model and it will be like the model didn't flip. In other words, it should work if there is an odd number of lights in the sector.

EDIT2: Should now be fixed so that it doesn't break the flickering SE49 or other effects.

Attached File(s)



This post has been edited by DeeperThought: 18 September 2010 - 03:32 PM

0

User is offline   Stabs 

#907

Works great! you may want to check those cons tho because it appears flickering lights do not work anymore, any light with a pal or 1 or 2 just wont work
0

User is offline   Danukem 

  • Duke Plus Developer

#908

View PostDanM, on Sep 18 2010, 03:26 PM, said:

Works great! you may want to check those cons tho because it appears flickering lights do not work anymore, any light with a pal or 1 or 2 just wont work


OK try downloading again I think I fixed it but it needs to be checked.
0

User is offline   Stabs 

#909

Working all fine again, some fine pieces of coding you have made :)

Here is a short vid i chucked together showing some new lighting effects in DP
New DP lighting Effects
0

User is offline   Rassilon 

#910

DeeperThought,
a feature suggestion, would it be possible to add a 3rd Thirdperson view option with the crosshair above dukes head, but more dynamic so that it reverts to First person when close to a wall, like in Serious Sam and the old dos FPS game Eradicator
I have noticed the crosshair does what I'm asking to an extent already though loses effectivness when swimming.
Thanks for your time :)

This post has been edited by Rassilon: 18 September 2010 - 10:54 PM

0

#911

View PostJhect, on Sep 13 2010, 11:49 AM, said:

and to the big daddy c-master. the episode 1 end boss turns into a miniboss if you give it a pal of 21. i am not sure cause it is alot of time since i last edited with mapster. but it might be every other pal than 0. cause i made a map where you had to fight 4 minibosses at once. they where made to look a bit like the 4 elements because of their color. so it should be every other pal than 0. but it might be that i did something else :S try it! the normal episode boss has something about 4500 hp i think? the miniboss should only have about 1000 i think.

I didn't get a result. Would it be "spawn pal21" or "spawn bosspal21" or something similar? I might just be doing it wrong, I can summon every other actor but these during gameplay.
0

User is offline   Awesomebob 

#912

View PostDanM, on Sep 18 2010, 04:34 PM, said:

Working all fine again, some fine pieces of coding you have made :)

Here is a short vid i chucked together showing some new lighting effects in DP
New DP lighting Effects

Question: Are those light models yours, or are they in the standard game?
0

User is offline   Danukem 

  • Duke Plus Developer

#913

View PostThe Big Daddy C-Master, on Sep 19 2010, 06:12 AM, said:

I didn't get a result. Would it be "spawn pal21" or "spawn bosspal21" or something similar? I might just be doing it wrong, I can summon every other actor but these during gameplay.


spawn boss1 21
0

#914

View PostDeeperThought, on Sep 19 2010, 12:00 PM, said:

spawn boss1 21

You're the man. Where would you go to strengthen capsule starting strength. Is it in USERCON? Or DPCON?
0

User is offline   Stabs 

#915

View PostAwesomebob, on Sep 19 2010, 07:31 AM, said:

Question: Are those light models yours, or are they in the standard game?


yeh i use them for DNE, DT can add them to DP if he wants, just a light with a glow map and one without, probably should seeing as that 4911 effect is kinda useless without a light model.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#916

View PostDeeperThought, on Sep 18 2010, 09:55 AM, said:

(...) unless it becomes possible to edit more sprite tags (i.e. sprite struct members) in mapster.

Every sprite struct member except .filler is accessible with the manual edit (F8) feature in 2d mode. Those other tags like temp_data etc. refer to arrays present in the game but are not saved in a map. Disregarding mods, filler itself is currently only used in the editor for sound preview stuff.
0

User is offline   Danukem 

  • Duke Plus Developer

#917

View PostHelixhorned, on Sep 20 2010, 10:13 AM, said:

Every sprite struct member except .filler is accessible with the manual edit (F8) feature in 2d mode. Those other tags like temp_data etc. refer to arrays present in the game but are not saved in a map. Disregarding mods, filler itself is currently only used in the editor for sound preview stuff.


What about htflags (not to be confused with flags, which is cstat) and mdflags? Those don't show up in F8, and I'll bet mappers would appreciate the ability to set those directly in mapster, because they effect how the sprite/model is rendered.
0

User is offline   Plagman 

  • Former VP of Media Operations

#918

DT, these members aren't sprite structure members, they're spriteext. They're not even part of the map state.
0

User is offline   tryhard 

#919

Recently i downloaded DukePlus. It's really fun to play and also the DukePlus maps that come with it are awesome.
*twothumbsup*
0

User is offline   Má_hmc 

#920

I downloaded dukeplus founded recently to see what's new ... I loved it. The game became more and more interesting and fun to play.
already that this forum can give suggestions, I have some to give

1 - Finding a way to save women in the same version of the Nintendo 64.
2 - change the skin of the pig cop shotgun purchases that have both shotguns in dukeplus (but I think this is already a more personal work that develops the HRP :) )
3 - show the hands of the Duke when he goes up the barriers.

I think it is just that. Already have enough things in duke plus I really enjoyed it. :)
0

User is offline   Danukem 

  • Duke Plus Developer

#921

Thanks, guys, I'm glad people enjoy it and it's always good to hear from new players.

View PostMá_hmc, on Sep 21 2010, 11:32 PM, said:

1 - Finding a way to save women in the same version of the Nintendo 64.


I've answered this before a long time ago. Duke 3D is a cheesy game, but it's also gritty, and to respect the grittiness I won't make it easy to "rescue" women who are clearly supposed to be doomed (perhaps infested with alien embryos?). I also think there should be non-slimed versions of the babes first, and if there's a reward for rescuing them it would have to be balanced (maps that have slimed babes in them should not become easier because of the new feature). So I'm not enthusiastic about it.

View PostMá_hmc, on Sep 21 2010, 11:32 PM, said:

2 - change the skin of the pig cop shotgun purchases that have both shotguns in dukeplus


I really don't know what you are trying to say here. There are no shops in DukePlus, and if there were you probably wouldn't buy shotguns from Pigcops.

View PostMá_hmc, on Sep 21 2010, 11:32 PM, said:

3 - show the hands of the Duke when he goes up the barriers.


I think you mean you want to see his hands while he is mantling or hanging from a ledge. That would only look good if it was done very well, which would be a lot of work. I would need a suitable hand and arm model, and precise code for placing it on the right part of the screen (the grabbing point is not always the same). The other problem is, if you saw his hands in that situation, you would expect to see them when he is holding an object. But getting THAT to look good would be prohibitively difficult, because he can pick up hundreds of different items which all should be held differently. I would rather just leave it to the imagination, because then it doesn't look like crap.
0

User is offline   Daniel 

#922

thx for great mod for duke, at least with software duke plus is big addition to game... at least something from ugly and comical HRP with very bad performance

i have noticed that overlord minigun hud sprite is little bit wrong painted (angle of aim)
night vision dont reveal secrets but activating them (it supposed to be so?)
Have polymer test build (newest from hrp site) and some effects and models have black square its because of polymer test build or its missing for software render?
Cannon and skycar are bad in software, maybe use or create some 2D "cockpit" or some "crosshair" view instead of 3rd person view for software render?

PS: is some good tutorial on internet how create hi-end sprites (characters, 1st frame animated weapons...) for old games ? (duke, doom...)

its drawed or 3D software rendered? what settings are used to reproduce exact art/graphic "feel" from those games?

This post has been edited by Daniel: 22 September 2010 - 03:55 AM

0

User is offline   blizzart 

#923

I´ve just noticed, that the Duke Plus map Effects Guide isn´t available (broken link).
Link: http://deeperthought.dukertcm.com/dp/DP%20.../DPEFFECTS.html
0

User is offline   Stabs 

#924

http://deeperthought.../DPEFFECTS.html

that one
0

User is offline   Awesomebob 

#925

View Postblizzart, on Sep 22 2010, 04:08 AM, said:

I´ve just noticed, that the Duke Plus map Effects Guide isn´t available (broken link).
Link: http://deeperthought.dukertcm.com/dp/DP%20.../DPEFFECTS.html

It's packed in with the mod as an HTML file. I printed mine and added it to my "Big book of Duke Editing" :).

This post has been edited by Awesomebob: 22 September 2010 - 04:29 AM

0

User is offline   Má_hmc 

#926

View PostDeeperThought, on Sep 22 2010, 01:35 AM, said:

Thanks, guys, I'm glad people enjoy it and it's always good to hear from new players.



I've answered this before a long time ago. Duke 3D is a cheesy game, but it's also gritty, and to respect the grittiness I won't make it easy to "rescue" women who are clearly supposed to be doomed (perhaps infested with alien embryos?). I also think there should be non-slimed versions of the babes first, and if there's a reward for rescuing them it would have to be balanced (maps that have slimed babes in them should not become easier because of the new feature). So I'm not enthusiastic about it.



I really don't know what you are trying to say here. There are no shops in DukePlus, and if there were you probably wouldn't buy shotguns from Pigcops.



I think you mean you want to see his hands while he is mantling or hanging from a ledge. That would only look good if it was done very well, which would be a lot of work. I would need a suitable hand and arm model, and precise code for placing it on the right part of the screen (the grabbing point is not always the same). The other problem is, if you saw his hands in that situation, you would expect to see them when he is holding an object. But getting THAT to look good would be prohibitively difficult, because he can pick up hundreds of different items which all should be held differently. I would rather just leave it to the imagination, because then it doesn't look like crap.



my bad. i have a fucking bad English; /
im Trying to say if it possibly change the skin from shotgun on Same pigcop to duke uses. the pig cop use the shotgun very different. (One sugestion)
And if possible always make drop ammo from tiger, pig cop and That Other One use chaingun. Not a way to stay easier but more fun
0

User is offline   necroslut 

#927

View PostDeeperThought, on Sep 22 2010, 10:35 AM, said:

The other problem is, if you saw his hands in that situation, you would expect to see them when he is holding an object. But getting THAT to look good would be prohibitively difficult, because he can pick up hundreds of different items which all should be held differently. I would rather just leave it to the imagination, because then it doesn't look like crap.

Wouldn't it look decent if Duke held objects at the bottom of the screen, so that his hand would be outside of it? I think it would be more realistic as well, after all, you don't usually carry things right in front of your face. This looks especially stupid when drinking from the soda cans, as it looks like he's pouring it onto his face. :)
Objects you carry also obstruct your view when they're in the center of the screen. I know it's like that in Half-Life 2, but it bothered me there as well.
0

User is offline   Awesomebob 

#928

Odd little thing just popped up: The SE 150 just stopped working for me. The lights are on when the level loads (even though the extra on the SE 150 is set to 1) and doing the activation doesn't turn them off, telling me the thing just isn't working.

Things that changed from the last time I had it working:
- Swapped back to my old 9800 GTX so I didn't have to use my girlfriend's computer to test my level.
- Wiped all my duke folders and went with fresh installs and a fresh .grp from GOG (my disk is shot and TX needs some weed :)). Figured to go with fresh installs due to new video drivers.

When I wiped everything out I downloaded Duke+ from Fissle, then came to this thread for the cons.
At first I thought it was something buggy in my map, but I tried my lighttest.map (not opened since I made it, and worked the last time I played it) and it was doing it too.

Any insight? I'll give more details on request, I just don't know what else to put :)
0

User is offline   Danukem 

  • Duke Plus Developer

#929

The only thing I can think of is make double sure you are actually using the new cons downloaded from this thread, because the effect needs those to work.
0

User is offline   Awesomebob 

#930

View PostDeeperThought, on Sep 23 2010, 04:54 PM, said:

The only thing I can think of is make double sure you are actually using the new cons downloaded from this thread, because the effect needs those to work.


Just now downloaded this file and unzipped to my dpcons. Didn't work. Attaching logs in case they help :/

Attached File(s)


0

Share this topic:


  • 57 Pages +
  • « First
  • 29
  • 30
  • 31
  • 32
  • 33
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options